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Yeah, and I want to disable this function.
this is already implemented
use customizer:
edit:PHP Code:
ShowDeathCounter = false;
i added this info to first post.
greetz gjuz
Last edited by gjuz; 10-07-2017 at 01:26 PM.
Thx for your answer, but then the counter for the actual GRifts disappears, too.
Awesome! Thx
Hello,
been using your poolstate plugin for a while now, but I was wondering if there's any way to make it change color or only appear when you have > 9 pools.
Tried
But it's still showing the poolstate with a filled marker when having any amount of pools.{
textBuilder.Clear();
var _bonuspool = BonusPoolInfo(player);
var _pool = BonusPoolRecorded[player.Index] ? (_bonuspool > 9 ? 10*((float)_bonuspool / player.ParagonExpToNextLevel) : 0f) : float.PositiveInfinity;
var _poolSymbol = _bonuspool > 9 ? HasPoolSymbol : EmptyPoolSymbol;
textBuilder.AppendFormat("{0} {1:0.##}", _poolSymbol, _pool);
if (player.IsMe)
Last edited by daneriks1990; 04-25-2019 at 10:42 AM.
A quick look at the poolstate plugin makes me think that _bonuspool stores the IPlayer.BonusPoolRemaining variable, which is of type long, which means that it is expected to potentially be a very large number...so it may be the actual bonus xp value, and not the number of pools. The code snippet 10*((float)_bonuspool / player.ParagonExpToNextLevel) supports this idea, because that is the thing that actually outputs the pool # that is printed on the screen in that plugin. So, this may be closer to what you're looking for (did not test this in-game, currently working on something else):
(Iirc, player.ParagonExpToNextLevel is 0 when you're below lvl 70, so I added a little check for that so that it doesn't output poolcount of infinity during that time.)Code:var _bonuspool = BonusPoolInfo(player); var poolCount = (player.ParagonExpToNextLevel > 0 ? 10*((float)_bonuspool / player.ParagonExpToNextLevel) : 0f); if (poolCount > 9) { var _pool = BonusPoolRecorded[player.Index] ? poolCount : float.PositiveInfinity; textBuilder.AppendFormat("{0} {1:0.##}", HasPoolSymbol, _pool); }
If you want to change the color, you'd have to change the code in private void DrawPlayerInfo(IPlayer player) to check for the bonus pool count before selecting a different font (default is PortraitInfoFont) used to draw the text.
Last edited by Razorfish; 04-25-2019 at 05:23 PM. Reason: removed the _poolSymbol variable, because we already check the poolCount before getting to that line
works, thanks![]()
don't worked on last hood version (
Hello!
I dont know how to make it work on last versión.
Exceptions:
2020.06.30 12:27:28.531 20.6.28.0 suspicious code in plugin file: 'C:\Users\usuario\Desktop\turbohud\Plugins\gz\Turbo.Plugins.gz.cs': possibly trying to hide behaviour with unicode characters.
2020.06.30 12:27:28.531 20.6.28.0 namespace mismatch in plugin file: 'C:\Users\usuario\Desktop\turbohud\Plugins\gz\Turbo.Plugins.gz.cs': namespace should be this: 'Turbo.Plugins.gz
First, change the plugin file name to "PoolState.cs" and the plugin folder name to "gjuz".
When done, it should look like this: "...\plugins\gjuz\PoolState.cs"
(Although the file name is not very important, it helps more to identify it.)
Next, change the variable definitions between lines 59 and 62 in the plugin file as follows:
Code:DeathsTotalSymbol = "☠"; DeathsInRiftSymbol = "🕈"; HasPoolSymbol = "⬟"; EmptyPoolSymbol = "⬠";
"When you reach the top, get ready to drop!"
or change to this:
--- noteCode:DeathsTotalSymbol = Char.ConvertFromUtf32(0x00002620); //Unicode Character 'SKULL AND CROSSBONES' (U+2620) DeathsInRiftSymbol = Char.ConvertFromUtf32(0x0001F548); //Unicode Character 'CELTIC CROSS' (U+1F548) HasPoolSymbol = Char.ConvertFromUtf32(0x00002B1F); //Unicode Character 'BLACK PENTAGON' (U+2B1F) EmptyPoolSymbol = Char.ConvertFromUtf32(0x00002B20); //Unicode Character 'WHITE PENTAGON' (U+2B20)
you need "using System;" in your file, if you want to update other plugins with unicode icons.
greetz gjuz